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Drinking Game / Etrian Odyssey

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Please note that we do not condone drinking while out in the labyrinths. There's a local pub in every game for for that.


General / Unsorted
  • Take a drink every time you realize you've drawn part of the map incorrectly.
    • Take another drink if this mistake causes you to get stuck (e.g. drawing a wall where a passage should have been)
  • Character customization:
    • Take a drink every time you make a character based on an existing character.
    • Take a drink every time you make a character based on a friend of yours.
    • Take a drink every time you make a character based on yourself. Then, every time something happens to that character that would warrant a drink, double the amounts.
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    • In voiced games, take a drink if you make a character with a "Sultry" voice.
    • Take a drink if a character with a "Sassy" voice complains about being healednote .
      • Take two drinks every time they mock a teammate's deathnote .
    • In Nexus, if you have a character with a "Quirky" voice, take a drink every time they speak Gratuitous Englishnote .
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    • Take a drink for every five minutes that you spend trying to come up with a name for a character.
      • (Beyond the Myth, Nexus) Take a drink for every five minutes you spend trying to come up with a Mastery/Subclass Title for your character.
    • (Nexus) Take a drink every time you pick a portrait that doesn't quite match the character's class, but looks like it could still fit the role (Fencer portrait for a Landsknechtnote  or Bushi portrait for a Roninnote , for example). Take two drinks if the mismatch is obvious (such as an Arcanistnote  portrait for a Pugilistnote ).
  • Finish your drink if a Total Party Kill happens for any reason.
    • If you party wipe in a postgame stratum, take a drink instead. It's going to happen a lot.
  • Take a drink every time you try to head back to town but you realize you forgot to bring Ariadne Threads / Warp Wires.
    • Take another if it's because a squirrel stole or destroyed them.
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    • Take another drink if you're playing The Drowned City and you decide to use the Farmer's To Market skill instead.
      • Finish your drink if your Farmer is short on TP.
    • Finish your drink if your party gets killed trying to get back.
  • Take a drink every time you encounter a Rare Breed.
    • Toast if you manage to kill it.
    • Take another drink if it's an FOE. If you willingly engaged it rather than it barging in on your current fight, take a sip instead.
  • Take a drink every time you get ambushed.
  • Take a sip for each round spent with a failed attempt to retreat.
    • If you're playing the first three games, drink again if you notice you can't retreat because you've backed yourself up against a wall.
  • Take a drink if you fail to get a conditional drop. Two drinks if it was from an FOE or boss.
    • Finish your drink and throw the empty container in frustration if it was due to the enemy being killed by a chase or counter attack.
    • If you use a Formaldehyde (emphasis on "if") on an enemy but you fail to kill it within the same turn, drink until you forget you ever had it.
  • Finish your drink every time merely entering a new stratum/labyrinth results in a plot twist.
  • Field events:
    • Take a drink every time your party takes damage without even entering battle.
    • Take a drink if a field event heals a party member(s) who didn't need the healing. If the event heals the whole party, drink only if the entire party didn't need the healing. You are exempt if your discover it's a repeatable field event.
    • Take a drink every time accepting a field event leads to an enemy encounter.
      • Take two if it's an ambush.
    • (Beyond the Myth, Nexus) Take a drink every time you encounter someone from another guild registered in your Guild Card list. Take another in mild frustration if it's Conrad of the Freeblade Guild.
      • Drink if that guild member is a silhouette.
      • If you know the person who made the guild you encounter, buy them a drink.
  • Speaking of Guild Cards, if you use the card trading mode in the DS games today and by some fortunate alignment of the galaxies you manage to exchange even a single card, do a toast.
  • Take a drink every time you try to revive then heal a party member, only for the skills or items to activate the other way around.
  • Take a drink every time someone who is blinded still manages to connect an attack.
  • Take a drink every time an enemy inflicts Curse on someone who has a powerful attack queued up. Take another one when that attack fires off for a One-Hit Kill to the user.
  • Take a drink if you try to cure an ailment/bind with a Theriaca but use the wrong type. note 
  • FOEs:
  • (The Fafnir Knight, Nexus) When you activate a Force Boost, take a drink for each turn that it's active. Shotgun the rest of the glass if you use Force Break. Afterwards, take a sip for every "dammit, if only I had my Force skills" moment.
    • (Nexus) Also sip if you wanted to use your Force skills but couldn't because you had Ninpo Double active.
    • Finish your drink if a bind or ailment prevents you from using the Force Break and your Force Boost expires right afterwards.
  • Take a drink every time a "something bad just happened / is about to happen" theme ("Red and Black" in I and II, "Unknown Menace" in III and V, "Imminent Calamity" in IV, all of them in Nexus) starts playing.
  • Toast every time "End of the Raging Waves" or a remix thereof starts playing.
  • Take a shot every time a party member gets petrified. Reduce it to a sip if you're playing Beyond the Myth or Nexus, where petrification is temporary.
  • (The Drowned City, Legends of the Titan) Take a drink every time your (air)ship gets destroyed.
  • If a party member is paralyzed, take a drink every time they attempt to do something and fail.
    • In Beyond the Myth, take two if you were attempting to use a Union Skill.
  • In voiced games, take a drink every time the local innkeeper or shopkeeper complains because you went into their store and didn't do anything.
  • Take a drink every time you fight a human opponent. In The Fafnir Knight and Nexus, prepare a new glass if they activate their Force Boost. Chug it if they activate Force Break, and finish the entire glass if said Force Break ends the game.
  • Sidequests:
    • Take a drink every time you encounter a "new" enemy that's actually just a buffed-up version of an existing enemy.
    • Take a drink every time you have to fight an FOE.
      • Take three drinks if the FOE is one you've already fought and can deal with normally, but either comes in numbers or is, again, more powerful than its normal version.
    • Take a drink every time it's a Fetch Quest, you get the item necessary, but then extra enemies show up.
    • Take a drink every time the quest requires you to sell items to the shop.
      • Take another drink if the quest instant-finishes because the shop already has the required inventory.

Class-specific

  • Damage classes:
    • Take a drink if all enemies available are resistant to all your attacking options.
    • Take a drink if you charge up a powerful attack but miss completely.
    • Toast if you deliver over 10,000 damage in a single attack. Force/Limit/Burst/Union skills don't count. (If it's a multi-hit or Herd-Hitting Attack, add it all up if you can.)
  • Defense classes (Protector, Beast, Hoplite, Fortress):
    • Take a drink if your party members die because you guarded the wrong line.
    • Take a drink if you attempt an element negation skill but guess the wrong element.
    • Take a drink if you die while Taking the Bullet for at least one other party member.
  • Healing-based classes:
    • Take a drink every time you use a revival spell, only for the target to die again in the same turn.
    • Take a drink every time you use Delayed Heal/Herb or Chase Heal / Reflex Herb, but nobody in your party takes any damage while either skill is running.
  • Squishy Wizard classes (Alchemist, Zodiac, Runemaster, Arcanist, Warlock, Necromancer):
    • Take a drink if you get knocked out from full HP in a single hit by an attack that the other party members could easily survive.
    • Take a drink if you run out of TP and have to finish the rest of the battle by Cherry Tapping.
  • Ailment/bind-infliction classes:
    • Sip for each consecutive turn you spend trying to inflict an ailment/bind that the target isn't resisting.
    • Sip if you've already done what you need the class to do and end up using the normal attack to not waste TP.
    • If you are guessing which body part to bind but guess wrongly, take a drink.
    • Drink in frustration if an ailment you inflicted wore off after 1 to 2 turns. You are exempt if it was cured by a skill.
    • Drink in frustration if a bind(s) wears off just after you finish a triple-bind.
  • Survivalists:
    • Take a drink every time you use Chain Dance and no enemies target you with a single-target attack.
      • If an enemy attack targets you but you get hit, take a drink, plus an extra one for every 5 levels of the skill.
      • Finish your drink if the enemy was blinded and they still managed to hit you.
    • Take a drink every time you use Quick Step on a Gunner using Charged attacks or an Imperial using Drive attacks.
    • If you have Hazy Arrow learned, take a drink every time you dodge an attack, only to get hit by another one in the same turn, locking the attack back out.
    • Take a drink every time you target a back-row enemy with Drop Shot, only for an even faster ally to kill the entire enemy frontline first, forcing that enemy to the front.
  • Ronin:
    • Take a drink if your strategy is interrupted because your stance expired.
    • Take a drink if you're forced to switch to a different stance before your previous one expires. Peerless Stance doesn't count.
    • (Nexus) Take a drink if Helm Splitter connects without any accuracy-affecting effects in place.
  • Highlanders:
    • Take a drink every time a skill uses up HP.
    • Take a drink when you use Delayed Charge.
      • Take another drink if it fails due to being afflicted by an ailment or Arm Bind.
      • Take another drink if its target dies before Delayed Charge activates. Finish your drink if it would have activated on that turn, but someone else went first and got the kill shot.
    • Take a drink every time Bloodlust activates.
      • Take another drink if it from a non-enemy source (Draining and Legion attacks, Bloody Offense, sunlight damage if you're a Vampire, etc.)
      • Finish your drink if you hit an enemy you didn't want to hit (an Ananas when there is at least one other enemy present, a sleeping enemy you were trying to capitalize on, etc.)
  • Gunners:
  • Gladiators:
    • Take a drink if you die right after setting up Berserker Vow.
    • Drink if you use Nine Smashes but instead get Two Misses.
  • Ninjas:
    • If you use Bunshin/Ninpo Double, assign a new glass for the clone and split your drink between it. Drink from that glass based on what's happened to the clone. If a clone dies or the battle ends, pour the contents of its glass back into the original glass.
      • If you use Tagen Battou/Drawing Slice, combine the contents of all your glasses and chug.
    • Drink if you used Sarutobi/Ninpo Flight, Kumogakure/Ninpo Smoke, and/or Diversion Gambit, and still get hit by a physical attacks.
  • Shoguns:
    • Drink if Kaishaku/Execution kills your own party members.
      • Toast to your victory if it instantly kills a boss, effectively skipping its Turns Red phase.
    • (Nexus) Take a drink if you die from using Warrior's Might.
    • (Nexus) Take a drink if you use Front Command only for its target to never get hit.
  • Landsknechts (EOIV, Nexus):
    • Drink if an enemy erases your buffs. Take another drink if your buffs got erased just as you finished setting up Vanguard and Improved Link.
    • Drink out of frustration if you lost either Vanguard or Improved Link because you tried to stack too many buffs.
  • Nightseekers:
    • Take a drink if you try to attack a sleeping enemy with Shadow Bite but something else woke it up first.
    • Sip for each wave of enemies you mow down with Auto-Spread and Venom Throw.
  • Imperials:
    • Take a drink every time you get killed trying to use a Drive skill. Actually don't, because you'll quickly get too drunk to wield the damn blade.
      • Take another drink if the enemy that killed you was panicked, blinded, or paralyzed.
      • Finish your drink if you had multiple defensive and/or Action Initiative effects (including Draw Aggro abilities), and it still happens.
    • Take a drink every time you run out of TP.
      • Take another if it was because Ignition was active and you went on a Drive spree.
      • (Nexus) If you've already used Conversion, take another drink.
      • (Nexus) Toast if you manage to top it back up through repeated uses of Impulse Edge.
    • Toast every time a subclass skill (Nightseeker's Follow Trace, Gunner's Multi-Shot, Hero's Afterimage) causes you to repeat a Drive skill.
    • (Nexus) If a Zodiac's Astrosign causes you to use a Drive skill for free, buy them a drink.
    • Take a drink every time Natural Edge combined with an elemental imbue (including weapons that naturally have elements) exploits an enemy's elemental weakness.
    • (Nexus) Finish your drink if you use Charge Edge, but then fail to exploit it on the next turn due to not having enough TP, getting killed, getting a disabling status effect, getting an arm bind, etc.
  • Dragoons:
    • (Cannon Bearer) Take a drink every time you charge up Buster Cannon but it fails because the party formation changed.
    • (Cannon Bearer) When using a cannon skill, take a drink for every level of Gun Revenge.
    • Take a drink every time a Bunker or Turret takes a hit. Take another if they took a status ailment skill that doesn't target the entire party.
  • Harbingers:
    • Take a drink every time you wish you could use a Reap, but you can't because you ran out of Miasma Armor.
    • If you've cast Wilting Miasma and/or Binding Miasma (Nexus) on an enemy but still fail to inflict the desired bind/ailment, take a sip for each level of the appropriate skill.
    • (Beyond the Myth, Deathbringer) Take a drink every time you try to use Fatal Reap on a sleeping opponent, but someone else hits it first.
    • (Beyond the Myth) Take a drink every time Judgment causes an enemy to fall asleep. If another party member wakes it back up within the same turn with a relatively weak attack, spit the drink in their face.
    • Take a drink every time Endless Shroud refreshes your Miasma Armor. Take another drink if it was due to a subclass skill (Nexus) or weapon skill.
  • Masurao:
    • (Blade Dancer) At the start of battle, take a drink for every blade you have equipped after the first one.
    • (Blade Dancer) Take a drink every time you hit an ally or yourself with Hell Slash. Finish your drink if any of them die. Drown your sorrows if this leads to a Game Over.
    • (Blade Master) Take a drink if Helm Splitter connects without any accuracy-affecting effects in place.
  • Botanists:
    • (Graced Poisoner) Take a drink if an enemy has a smoke debuff, someone attempts to inflict the matching ailment, and it still fails.
  • Farmers (Nexus):
    • Take a drink every time Harvest Festival kills an enemy.
    • If Strange Seeds fails to bind any enemies, take a drink for every enemy present. Take an extra shot if the skill is at level 5, and another for level 10.
    • Take a drink every time they recover TP from being in the front row with Fearless.
      • Take two if they get hit by an enemy.
      • Finish your drink if they get killed. Spit your drink back out if they revive due to Persistence.
  • Heroes:
    • Take a sip every time you spawn an Afterimage. When the Afterimage acts, take another sip.
      • Turn it into a drink if you used a skill that could create an Afterimage, but you already have the sixth slot filled (by a Ninja skill or Charis).
    • Take a drink if an enemy acts before you use Wide Bravery.
  • Vampires:
    • During the day, take a sip every time you take damage from sunlight.
    • Take a drink for every ally you resurrect with Ghastly March.
      • Finish your drink if those allies die again.

Game-specific

  • Etrian Odyssey I:
    • Pour one out when you reach the 5th Stratum. (Also applicable to The Millenium Girl)
    • In the 6th Stratum, take a drink every time you hit the icon limit.
  • Heroes of Lagaard:
    • Drink if you retire a character to raise their level cap. Finish your drink if you retire a level 99 character one last time for maximum stats.
  • The Drowned City:
    • Take a drink every time Edie mentions her love for money. (Also applicable to her Nexus iteration)
    • Sip each time you enter an area that disables auto-mapping.
  • Legends of the Titan:
    • Take a drink every time one of the three dragons appears on the overworld map, and then run away!
  • The Millennium Girl:
    • Take a small sip if a character finds a Grimoire Stone. Upgrade it to a drink if it's a Gold Grimoire, or a Grimoire Stone FL. Two drinks if it's a Gold Grimoire Stone FL.
    • Take a sip if you need to discard items to accommodate your new Grimoire Stones. Drink instead if you end up discarding the Grimoire Stones themselves.
    • Toast if you obtain a King Grimoire.
      • Drink to celebrate if you form the 7 Kings Grimoire.
  • The Fafnir Knight:
    • In Story Mode, drink to any of the following:
      • Arianna gets Wingding Eyes.
      • Arianna crushes on the protagonist.
      • Flavio's fear of bugs is brought up.
      • Chloe's love of meat or hate of vegetables is brought up.
    • If you use the Fafnir's Accelerate, take three sips in quick succession as you unload on the enemy.
    • Drink if you encounter the Dinogator on 30F.
    • Sip if you experience a Grimoire Fever. Upgrade it to a drink if it's the third Fever in a row.
    • Restaurant advertising:
      • Drink in frustration if you notice a very large group of people to advertise to, but you're missing the right kind of food for them.
      • If a Legendary Adventurer has visited your Restaurant, take a drink. Drink again if their Legendary Grimoire has the skill you want.
      • Sip if you recognize a patron as one of your own retired adventurers.
  • Beyond the Myth:
    • Sip if you encounter Conrad of the Freeblade Guild any time after the first. Ignore if you have no other Guild Cards.
    • Take a drink every time you rest at the inn and wake up to resources from your livestock. Take another if it's fish from the chicken that you found in the 2nd Stratum.
    • Take a drink every time Ramus introduces a new food item and its recipe to you. Take two if you get hungry from the way he describes it.
  • Nexus:
    • Vivian:
      • Take a drink every time Mr. Merlin interacts with you or is mentioned.
    • Kvasir:
      • Take a drink every time he lets out his Signature Laugh.
      • Take a drink every time he mentions his fixation for younger girls. And another if you have a dialogue option that lets you call him out on it.
    • Take a drink every time you enter the Expedition HQ and Muller is there instead of Persephone.
    • Take a drink every time you enter HQ or the Guild Hall and a generic soldier is posted there instead of the usual characters.
    • If you trigger the "really nasty water causes your party to take damage continuously if they don't remove their equipment" event in the Eastern Shrine, take a shot of some sort of Gargle Blaster.
      • Take a second shot of said Gargle Blaster if you make the mistake of unequipping your gear, resulting in a battle that's nearly impossible to win. Finish your drink if you actually win.
    • Take a drink every time you step into a new Labyrinth and you feel nostalgic.
    • Take a drink if you're fighting a reused boss, and it surprises you with a new move unique to this game.
    • Take a drink every time an NPC joins you. Then take a sip every time they speak a voiced line in combat or exploration.
    • Drink if you encounter the Dinogator.
    • Toast if you immediately unlock the Vampire unlock quest because you StreetPassed a player with a Vampire featured on their Guild Card.
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